Wrp File Format - 8WVR

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Revision as of 08:02, 26 January 2009 by Mikero (talk | contribs) (Wrp File Format 8WVR moved to Wrp File Format - 8WVR: as above for consistent filename convention)
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Introduction

The 8WVR.wrp file should be viewed as an intermediate file format and of little use to the community at large. The reason being it is not editable in Visitor directly (it is the product of exporting a .pew file) and the format is in an unoptimized state for use in the Real Virtuality game engine.


File Format

The following is a mix of pseudo-code and structure references that could be used to describe the file format of 8WVR.wrp game island.
Any naming definitions or naming conventions used may or may not be accurate.
  • This file format is principally used with Armed Assault.

Legend

Type Description
byte 8 bit (1 byte)
short 16 bit signed short (2 bytes)
int 32 bit signed integer (4 bytes)
float 32 bit signed single precision floating point value (4 bytes)
asciiz Null terminated (0x00) variable length ascii string
ascii fixed length ascii string


Although technically there should never be negetive values for many of the 16 bit & 32 bit values, it's 'safer' in programming terms to use signed datatypes as opposed to unsigned datatypes.


8WVR { structHeader Header { char[4] Filetype; int TextureGrid_X; int TextureGrid_Z; int TerrainGrid_X; int TerrainGrid_Z; float CellSize; } float[TerrainGrid_Z,TerrainGrid_X] Elevations; short[TextureGrid_Z,TextureGrid_X] TextureGridMaterials; int NoOfMaterials - 1; //1 Based array. structMaterial[NoOfMaterials] Materials { int Length; ascii[Length] Material; int Unknown; //always zero } structObject[NoOfObjects] Objects { float[12] TransformMatrix; int ObjectId; int Length; ascii[Length] Object; } }

Notes

  • The 'Elevations' array extends from Bottom-Left to Top-Right in Visitor;
  • The 'TextureGridMaterials' array is a mapping of .rvmat material files to TextureGrid cells/tiles.
  • The 'Materials' array always contains a Material with no name (length == 0) at the first position.
  • The 'Objects' array will always have at least 1 object. This default object specifies the 'center' of the map and is always the last object in the array.
  • The 'Objects' array is the last structure in the file and the 'NoOfObjects' is a variable amount and extends from the starting offset of the structure to the EndOfFile.
  • The 'TransformMatrix' for a given object is a standard 4 x 3 transform matrix which when decomposed determines the objects x,z,y position, scale & orientation (NB: Special logic must be applied to decompose the orientation from a Matrix.).